September 17th, 1862, the Battle of Antietam, became known as "America's Bloodiest day." And so it was and remains. Many battles preceded and followed, but none would be so costly on both sides as Antietam. The battle was a real turning point in the American Civil War. No more would citizen soldiers populate both armies. Rather, they would now be known as professional veterans. For the Confederacy, the brilliance of Robert E. Lee would be needed to keep the Southern army alive. Opposing him, a series of Union generals would be tried. Many would fail. In the end, George McClellan would be called upon, a second time, to save the Union. Will he succeed, or will Lee lead southern armies to victory?

HPSâ€™s Campaign Antietam faithfully recreates the fateful battles of 1st and 2nd Bull Run, and climaxing with America's bloodiest battle, Antietam. Many other smaller battles are also included that will help lead the way. Take charge and defend your country, whether it be North or South.

SCENARIOS

Campaign Antietam (ACW #10) â€¢ 199 stand alone scenarios and 164 campaign scenarios â€¢ 3 different campaigns for a varied campaign experience, each also has a "weather variant" to choose from. â€¢#61472;#61472;#61472;#61472;Historical scenarios include: 1st Bull Run, 2nd Bull Run, Antietam, Groveton (Brawner's Farm), Chantilly, Cedar Mountain and South Mountain â€¢ Dozens of "What if" scenarios: Including meeting engagements, cavalry fights, and equal force battles. â€¢ 39 scenarios specifically designed for a tough challenge against the A/I. â€¢ Many meeting engagements using the new random hex feature. The extreme effects of fog of war will be more fully demonstrated. â€¢ Large maps shared from HPS' classic Campaign Gettysburg. â€¢ Inclusive orders of battle offer unlimited possibilities for user-created scenarios. <b>Engine changes include: â€¢ Added new Optional Melee Resolution Optional Rule: Units must move and fire before melee. â€¢ Added new Artillery Ammo by Cannon Optional Rule. Each cannon fired will count as one ammo point used. â€¢ Added new Random hex and time for incoming reinforcements. Neither side will know exactly when and where new troops will arrive.</b> Scenario and Campaign editors are included to allow the player to create their own situations to play out. Play modes include A/I, Hot Seat, PBEM, LAN & Internet play.

I assume the optional Units must move and fire before melee rule is for Turn based, not phases?

Could you give us more detail on how the one arty ammo point per gun system will work and how the ammo totals were calculated?

Also a little about the random entry hex feature - I assume units won't enter just anywhere - ie in the middle of a giant patch of woods with no roads - but will be assigned certain road or trail entry hexes and will randomly select one of those specific hexes?

Alan, hopefully I can answer a bit of this, as a great deal of this came out of the TCII discussion, so, while I don't knwo what's come along since then in terms of ideas, these are all familiar.

Per Tube: Essentially, the total amount of arty ammo is increased. A 2 gun section will take 2 points, a 6 gun section 6. So, no longer will people want to "put away" the 2 gun sections to keep them from burning ammo at the same rate as the 6 guns.

Reinforcement Hexes: Exactly. So, for instance, with Shiloh, you could set Wallace's column to show up either where they did historically, or assumed that they'd continued on their original march route and showed up on that road. It would be a percentage chance.

When I get home I'll copy and paste the appropriate section from the Campaign Notes.

But you're essentially correct.

Just a few comment:

Yes, the melee rule is for Turn based games.

The variable entry hexes can be any number, not just A or B.

The ammo is 1 point expended per tube, but the designer plugs in a number the normal way, and the computer calculates the needed difference. It's optional, so both old and new is available. So using the old way might start the game with 500 points, but if the new option is chosen, that number will jump to something like 2500. It will depend on tubes present.

The ammo is 1 point expended per tube, but the designer plugs in a number the normal way, and the computer calculates the needed difference. It's optional, so both old and new is available. So using the old way might start the game with 500 points, but if the new option is chosen, that number will jump to something like 2500. It will depend on tubes present.

Thanks, Rich. In regards to the entry hexes, I assume they are still assigned by the designer - so they should all be viable entry locations on roads, not trapped by a creek or river and therefore useless, etc. I mean to say that it isn't entirely random at the whim of the game, there is some limiting factor applied beforehand, regardless of how many possibilities there may be?

Thank you Rich, et al for this one. Wow, not only Antietam, but both Bull Runs, South Mountain, and even more. Excellent choice for the next entry into the ACW. The new optional rules sound great. It could even get me to try a turn based game instead of the phases game. One question - will this new optional melee rule also be added to the Napoleonic games?

[:D]

Brig. Gen. Bill Spitz
3rd Division
I Corps
Army of the Potomac
[image]http://tmg110.tripod.com/federal/us-1c3d.gif[/image]

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